JP3561463B2 - Simulated camera viewpoint movement control method, and 3d video game apparatus in 3d video game - Google Patents

Simulated camera viewpoint movement control method, and 3d video game apparatus in 3d video game Download PDF

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JP3561463B2
JP3561463B2 JP2000245251A JP2000245251A JP3561463B2 JP 3561463 B2 JP3561463 B2 JP 3561463B2 JP 2000245251 A JP2000245251 A JP 2000245251A JP 2000245251 A JP2000245251 A JP 2000245251A JP 3561463 B2 JP3561463 B2 JP 3561463B2
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game
position
player
head
viewpoint
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JP2002052240A (en
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直也 奥田
達也 小林
重信 松山
博文 藤本
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コナミ株式会社
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • A63F13/525Changing parameters of virtual cameras
    • A63F13/5255Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/08Constructional details or arrangements, e.g. housing, wiring, connections, cabinets, not otherwise provided for
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/10Control of the course of the game, e.g. start, progess, end
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/213Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/218Input arrangements for video game devices characterised by their sensors, purposes or types using pressure sensors, e.g. generating a signal proportional to the pressure applied by the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1012Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals involving biosensors worn by the player, e.g. for measuring heart beat, limb activity
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1087Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals comprising photodetecting means, e.g. a camera
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6661Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6661Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera
    • A63F2300/6676Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera by dedicated player input
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8076Shooting

Description

【0001】 [0001]
【発明の属する技術分野】 BACKGROUND OF THE INVENTION
本発明は、ゲーム機筐体の所定高さ位置に設けられた画像を表示するモニタと、ゲーム進行を制御するゲーム制御部と、擬似カメラの視点からの擬似3次元画像を作成し、前記モニタ画面に表示する表示制御部とを備えた3Dビデオゲーム装置に係る技術に関する。 The present invention creates a monitor for displaying an image provided at a predetermined height position of the game machine housing, a game control section for controlling the game progress, the pseudo 3-dimensional image from the perspective of simulated camera, the monitor technique according to the 3D video game device including a display control unit for displaying on the screen.
【0002】 [0002]
【従来の技術】 BACKGROUND OF THE INVENTION
従来、モニタ画面にプレーヤのキャラクタ及び敵キャラクタ等を表示するロールプレイングの対戦ゲームにおいて、プレーヤの足元の動きを検出し、検出した動きに対応させてモニタ画面内のプレーヤキャラクタを動かすようにしたゲームが提案されている。 Conventionally, in role-playing the battle game to display the characters and the enemy player character on the monitor screen or the like, it detects the movement of the feet of the player, and the like in association with the detected motion moving the player character in the monitor screen game There has been proposed. また、カーシートに着座したプレーヤの前面に配置されたモニタ画面に擬似3次元のカーレース画像を表示するとともに、プレーヤの上半身左右への傾き姿勢、前屈み姿勢に応じてカメラ視点を予め設定された位置に変更させていくようにした視点変更技術が提案されている。 Further, displays the car race image pseudo 3-dimensional monitor screen disposed on the front of the player sitting on the car seat, the inclination orientation of the upper body left and right of the player, which is preset camera viewpoint in accordance with the slouching posture viewpoint change technology to go to change the position has been proposed.
【0003】 [0003]
【発明が解決しようとする課題】 [Problems that the Invention is to Solve
後者の視点変更技術は、シートに着座したプレーヤの上半身の動きを前提、すなわち予め設定された視点の中での変更でもスムーズな画像の変更が醸し出せ得るものであり、例えばプレーヤの上半身の左右への傾きを画像の回転に反映させている。 The latter viewpoint change technology, assuming upper body movement of a player seated on the seat, that is, in which changes in smooth images can Kamoshidase in changes in the preset viewpoint, for example, the upper body of the left and right players and to reflect the inclination of the the rotation of the image.
【0004】 [0004]
本発明は、かかる課題に鑑みてなされたもので、擬似カメラの視点をプレーヤの自由な動きに追従させるようにしてプレーヤの意図する視点からの画像を積極的に提示可能にする3Dビデオゲームにおける擬似カメラ視点移動制御方法及びビデオゲーム装置を提供することを目的とするものである。 The present invention, in the above-described problems has been made in view of, 3D video games to actively enable presenting an image from a viewpoint that the intention of the player so as to follow the viewpoint of the simulated camera to free movement of the player it is an object to provide a simulated camera viewpoint movement control method and a video game device.
【0005】 [0005]
【課題を解決するための手段】 In order to solve the problems]
請求項1記載の発明は、ゲーム機筐体の所定高さ位置に設けられた画像を表示するモニタと、各ステージでゲーム進行を制御するゲーム制御部と、擬似カメラの視点からの擬似3次元画像を作成し、前記モニタ画面に表示する表示制御部とを備えた3Dビデオゲーム装置において、前記モニタ画面の前方のプレイ領域に位置するプレーヤの頭部の空間上での少なくとも一次元方向に対する位置を検出する頭部検出手段と、検出された頭部の位置の変化方向及び変化量に追従してゲーム空間における前記擬似カメラの視点を移動させる視点変更手段と、前記各ステージの最初のある時間だけ前記ゲーム空間の全体的な状況を把握、認識するべくプレーヤキャラクタを含むように擬似カメラを引いた状態で広い範囲を描画するようにした客観的視 First aspect of the present invention, a monitor for displaying an image provided at a predetermined height position of the game machine housing, a game control section for controlling the game progress in each stage, simulated 3D from the perspective of simulated camera create an image in 3D video game device including a display control unit for displaying on the monitor screen, the position for at least one dimension in the space of the head of the player located in front of the play area of ​​the monitor screen a head detecting means for detecting a viewpoint change means for moving the viewpoint of the simulated camera in the game space while following the change direction and variation of the detected position of the head, the first one time for each stage only understand the overall situation of the game space, an objective view which is adapted to draw a wide range while pulling the simulated camera to include the player character so as to recognize として処理し、この客観的視点による描画処理が終了すると、プレーヤの眼を基準とした主観視点に切換える主・客観視点切換手段とを備え、前記頭部検出手段は水平面上の少なくとも1方向における両足の位置を検出するシート状の圧力センサと、検出された両足の位置情報に対して頭部の前記水平面上の少なくとも1方向における位置を決定する頭部位置決定手段とからなるものである。 Was treated as the rendering process on by this objective viewpoint is completed, and a main-objective viewpoint switching means for switching the eyes of the player on the subjective viewpoint as a reference, the head detecting means both legs in at least one direction on a horizontal plane a pressure sensor positioned sheet detecting a, is made of a head position determining means for determining the position in at least one direction on the horizontal plane of the head with respect to the position information of the detected feet.
【0006】 [0006]
また、請求項記載の発明は、ゲーム機筐体の所定高さ位置に設けられた画像を表示するモニタと、各ステージでゲーム進行を制御するゲーム制御部と、擬似カメラの視点からの擬似3次元画像を作成し、前記モニタ画面に表示する表示制御部とを備えた3Dビデオゲームにおける擬似カメラ視点移動制御方法であって、 水平面上の少なくとも1方向における両足の位置を検出するシート状の圧力センサと、検出された両足の位置情報に対して頭部の前記水平面上の少なくとも1方向における位置を決定する頭部位置決定手段とからなる頭部検出手段での検出動作を繰り返し行わせることにより頭部の位置情報を求め、求めた頭部位置の変化方向及び変化量に追従するようにゲーム空間における前記擬似カメラの視点を移動させると共に、前 The invention of claim 5, wherein includes a monitor for displaying an image provided at a predetermined height position of the game machine housing, a game control section for controlling the game progress in each stage, the pseudo-from the perspective of simulated camera create a 3D image, a simulated camera viewpoint movement control method in 3D video game and a display control unit for displaying on the monitor screen, on a horizontal plane sheet for detecting the position of the legs in at least one direction a pressure sensor, thereby repeatedly performing the detection operation in the head detecting means consisting of a head position determining means for determining the position in at least one direction on the horizontal plane of the head with respect to the position information of the detected feet the position information of the head determined, moves the viewpoint of the simulated camera in the game space so as to follow the change direction and variation of the head position obtained by the previous 各ステージの最初のある時間だけ前記ゲーム空間の全体的な状況を把握、認識するべくプレーヤキャラクタを含むように擬似カメラを引いた状態で広い範囲を描画するようにした客観的視点として処理し、この客観的視点による描画処理が終了すると、プレーヤの眼を基準とした主観視点に切換えることを特徴とする3Dビデオゲームにおける擬似カメラ視点移動制御方法である。 Understand the overall situation of the game space, only the first one time in each stage, and treated as an objective viewpoint so as to draw a wide range While pulling the simulated camera to include the player character so as to recognize, When the drawing process by the objective viewpoint is completed, a simulated camera viewpoint movement control method in 3D video game, characterized in that switching the eyes of the player on the subjective viewpoint as a reference.
【0007】 [0007]
かかる構成によれば、モニタ画面の前面となるプレイ領域に位置するプレーヤの頭部の空間上での少なくとも一次元方向に対する位置を検出する動作として、プレーヤの両足の位置から水平面上の少なくとも1方向における頭部の位置を検出する動作が繰り返し行なわれることにより、頭部の位置情報が求められ、求めた頭部位置に対応して、すなわち求めた頭部位置の変化方向及び変化量に追従するようにゲーム空間における前記擬似カメラの視点が移動されて、モニタ上に擬似3次元画像が描画される。 According to such a configuration, as the operation for detecting the position with respect to at least one dimension in the space of the head of the player located in the play area to be the front of the monitor screen, at least one direction on a horizontal plane from the position of the feet of the player by operation of detecting the position of the head is repeated at the position information of the head is determined, corresponding to the determined head position, i.e. follow the change direction and variation of the obtained head position is moved viewpoint of the simulated camera in the game space as a pseudo 3-dimensional image is drawn on the monitor. そして、前記各ステージの最初のある時間だけ前記ゲーム空間の全体的な状況を把握、認識するべくプレーヤキャラクタを含むように擬似カメラを引いた状態で広い範囲を描画するようにした客観的視点として処理し、この客観的視点による描画処理が終了すると、プレーヤの眼を基準とした主観視点に切換えて表示するようになり、これにより各ステージの最初のある時間だけゲーム空間の全体的な状況が把握、認識されることになる。 Then, the overall situation of the first of a certain amount of time the game space of each stage grasped as an objective viewpoint so as to draw a wide range While pulling the simulated camera to include the player character so as to recognize treated, the drawing process by the objective viewpoint is completed, becomes the eyes of the player to display is switched to the subjective viewpoint as a reference, thereby the overall situation of the first one time only game space of each stage understand, become recognized it.
【0008】 [0008]
請求項2記載の発明は、外部操作可能な操作部を備え、前記ゲーム制御部が前記操作部からの操作内容をゲーム進行に反映させるものであり、この構成によれば、視点の移動に関連させて操作部への操作を行うことでゲーム進行を興趣に富んだものにすることが可能となる。 According to a second aspect of the invention, provided with an external operable operation unit, and a said game control unit that reflect the operation contents from the operation unit to the game progress, according to this configuration, associated with movement of the viewpoint It is not it is possible to have those rich the game progress in interest by performing the operation of the operation unit.
【0009】 [0009]
請求項記載の発明は、前記頭部検出手段はさらに頭部の高さ位置を遠隔的に検出する距離測定センサを備えるものであり、この構成によれば、水平面上の位置と高さ位置とが検出される。 Invention of claim 3, wherein said head detecting means is intended, further comprising a distance measuring sensor for detecting the height position of the head remotely, according to this configuration, the position on the horizontal plane and height theft is detected.
【0010】 [0010]
請求項記載の発明は、前記圧力センサがアナログセンサであり、前記頭部位置決定手段が、検出された各足に対する検出レベルから両足に対する重心位置を算出し、求めた重心の位置情報と両足の位置情報とを利用して頭部の前記水平面上の少なくとも1方向における位置を決定するものである。 Fourth aspect of the present invention, the pressure sensor is an analog sensor, the head position determining means calculates a center of gravity position with respect to both legs from the detection level for each foot that have been detected, positional information of the determined center of gravity and feet by using the location information of the it is to determine the position in at least one direction on the horizontal plane of the head. この構成によれば、圧力センサにより足からの荷重がアナログレベルで検出されることにより、両足の重心位置を算出することが可能となり、この重心位置情報を少なくとも利用すればプレーヤの頭部位置を決定することが可能となる。 According to this configuration, by a load from the legs is detected at the analog level by a pressure sensor, it is possible to calculate the center of gravity of the feet, the head position of the player if at least use this center-of-gravity position information it is possible to be determined.
【0011】 [0011]
【発明の実施の形態】 DETAILED DESCRIPTION OF THE INVENTION
図1は、本発明に係る擬似3次元(3D)ビデオゲーム装置の一実施形態を示す斜視図である。 Figure 1 is a perspective view showing an embodiment of a pseudo three-dimensional (3D) video game device according to the present invention. 本ゲーム装置は、ゲーム機本体10と、その前部に一体的に又は係脱可能にあるいは個別に設けられた操作筐体部20と、頭部検出部30とから構成され、操作筐体部20の手前はプレーヤが位置してゲームを行うプレイ領域である。 This game apparatus includes a game machine main body 10, and the operation casing unit 20 provided to be in or individually integrally or disengaged to the front, is composed of a head detecting unit 30. The operation casing before the 20 is a play area for game player position.
【0012】 [0012]
ゲーム機本体10は略直方体状のコンソールボックスであって、前面略中央好ましくはゲーム中のプレーヤの通常姿勢状態において頭部が略画面中央になるような高さ位置にゲーム画像を表示するための所定サイズのモニタ11が配設されている。 Game machine main body 10 is a substantially rectangular parallelepiped shape of the console box, the approximate center preferably the front face of the game players head in a normal posture state for displaying a game image at a height such that substantially the center of the screen given the size of the monitor 11 is disposed. モニタ11としてはCRT、LCD、プラズマディスプレイの他、液晶プロジェクタ等も採用可能である。 The monitor 11 CRT, LCD, other plasma display, it is possible to employ also a liquid crystal projector or the like. ゲーム機本体10の上部の、好ましくは左右側にはサウンド効果を演出するためのスピーカ12,12が配設され、その間にはゲーム名などを表記したパネル等が設けられている。 The upper portion of the game machine main body 10, preferably a speaker 12, 12 for directing the sound effects to the left and right side are arranged, panels or the like expressed and game name is provided therebetween. 内部にはゲーム動作を制御するために必要な制御部などを搭載した回路基板などが設けられている。 Such as a circuit board mounted with a control unit required for controlling the game operation is provided inside. また、上部には手前に庇(ひさし)状に延設された四角形状の枠材13が設けられ、その左右側の枠片部の適所と操作筐体部20の側面との間に支持腕13aが設けられている。 Further, a square-shaped frame member 13 that extends to the eaves (eaves) shaped in front is provided in the upper portion, the support arm between the position and the side surface of the operation housing portion 20 of the frame pieces of the left and right side 13a is provided. 枠材13の前側の枠片部にはゲーム機本体側に向けられた電飾用の光源部14が所定個数、例えば3原色の各色分の3個が配設されている。 The front side of the frame pieces of the frame member 13 light source unit 14 for the electric decoration which is directed to the game machine main body side are three predetermined number, for example, each of the three primary color component are arranged.
【0013】 [0013]
枠材13は頭部検出部30の支持構造として機能するもので、頭部検出部30をプレイ領域の上方すなわちプレーヤの頭上位置に設けるようにしている。 Frame member 13 which functions as a support structure of the head detection unit 30, and be provided with a head detecting section 30 to an overhead position above namely players play area. 頭部検出部30は枠材13の前側の枠片部であって左右方向の中央部に伝播媒体として音波、超音波を送信する超音波送信機31が、その左右対称位置に同伝播媒体としての超音波を受信する超音波受信機32、33が設けられている。 Head detection unit 30 waves as propagation medium in the central portion in the lateral direction to a frame piece of the front frame member 13, an ultrasonic transmitter 31 for transmitting ultrasonic waves, as the propagation medium in its symmetrical position ultrasonic receivers 32, 33 are provided for receiving the ultrasonic wave. 伝播媒体としては、他に光、特に赤外線光を用いてもよい。 The propagation medium, other light may be particularly using infrared light. 超音波送信機31、受信機32,33はいずれも圧電素子等で構成されている。 Ultrasonic transmitter 31, both receivers 32, 33 is constituted by a piezoelectric element or the like. 超音波送信機31はプレイ領域をカバーする程度の指向幅であって所定周期例えば1/60秒毎にあるいはプレーヤ頭部の位置変位を所要の分解能で追尾し得る程度の時間周期で、所定幅の超音波パルスを送波するものである。 Over a time period enough ultrasonic transmitter 31 is capable of tracking a directional width enough to cover the play area the position displacement of a predetermined period e.g. 1/60 second each to or player head at the required resolution, a predetermined width it is intended to transmit the ultrasonic pulse. 超音波受信機32,33は同一構造を有し、超音波送信機31から送波され、プレイ領域に位置するプレーヤの頭部で反射した超音波を受波し得るに十分な指向幅を有するものである。 Ultrasonic receivers 32, 33 have the same structure, are transmitting from the ultrasonic transmitter 31, has sufficient directional width may receives ultrasonic waves reflected by the head of the player located in the play area it is intended. この頭部検出部30の構造部内には、図2に示すように超音波送信機31に対して駆動信号(周期的な励振パルス信号)を供給するセンサ駆動部34と、センサ駆動部34及び2個の超音波受信機32,33に接続されて後述するプレーヤの頭部の空間内での位置計算を実行する位置算出部35が設けられている。 The structure of the head detecting section 30, a sensor driver 34 supplies a drive signal (cyclical excitation pulse signal) to the ultrasonic transmitter 31 as shown in FIG. 2, the sensor driver 34 and two position calculation unit 35 to perform the position calculations in the space of the player's head to be described later are connected to the ultrasonic receiver 32 and 33 are provided. なお、センサ駆動部34及び位置算出部35はゲーム機本体10内に設けられる態様でもよい。 The sensor driving unit 34 and the position calculation unit 35 may be in a manner provided in the game machine body 10.
【0014】 [0014]
操作筐体部20はモニタ11より低い高さに設定されており、手前にやや傾斜した上面部の中央に、すなわちスピーカ12に対してプレーヤ側に近い位置にサウンド効果を演出するスピーカ21が設けられると共に、その近傍適所にゲームコントローラとしての銃を摸したガンユニット22が制御信号等の伝送線を兼用するコード23を介して設けられている。 Operation casing unit 20 is set at a height lower than the monitor 11, the center of the upper surface portion which is slightly inclined to the front, i.e. the speaker 21 to produce sound effects closer to the player side provided for the speaker 12 together is provided via a cord 23 which gun unit 22 if the gun as a game controller in the vicinity place also serves the transmission line such as a control signal. ガンユニット22は不使用時は収納ボックス20aに図示のように収納されており、使用時すなわちゲーム中はプレーヤに把持され、後述するようにモニタ画面に表示される敵キャラクタの射撃操作用とされる。 Gun unit 22 when not in use is housed, as shown in the storage box 20a, in time ie games use is gripped in the player, it is a for shooting operation of the enemy character displayed on the monitor screen as described later that. また、操作筐体部の前面にはスタートスイッチ24、コイン投入口25等が設けられている。 The operation casing start switch 24 on the front surface of the coin slot 25 or the like is provided. コイン投入口25に連通するコイン通過路の途中には投入コインの有無を検出するコインスイッチ25a(図2参照)が設けられている。 Coin switch 25a for detecting the presence or absence of inserted coin in the middle of the coin passage communicating with the coin slot 25 (see FIG. 2) is provided.
【0015】 [0015]
図2は、3Dビデオゲーム装置のブロック構成図を示す。 Figure 2 shows a block diagram of a 3D video game device. ゲーム機本体10内の回路基板上にはゲーム制御部100、描画制御部110及び音声制御部120が搭載されている。 The on the circuit board of the game machine main body 10 the game controller 100, the drawing control unit 110 and the audio control unit 120 are mounted.
【0016】 [0016]
なお、本ゲームは、例えば対戦ゲームであって、モニタ画面に表示される銃を所持する1人乃至は複数の敵キャラクタとプレーヤとの間での銃撃戦を想定している。 The present game is, for example competition game, the one or carrying the gun is displayed on a monitor screen is assumed gun battle between a plurality of enemy characters and the player. モニタ画面に表示される敵キャラクタは擬似カメラの視点を目掛けて射撃を行うようにゲーム制御部100によって制御され、一方プレーヤはこの敵キャラクタからの攻撃をかわしながら、モニタ11上の敵キャラクタに対してガンユニット22で銃撃を行うゲームである。 Enemy character displayed on the monitor screen is controlled by the game control unit 100 to perform shooting by aiming at the viewpoint of the simulated camera, whereas the player while fending off attacks from the enemy character, the enemy character on the monitor 11 is a game in which a shooting at the gun unit 22 for.
【0017】 [0017]
ゲーム制御部100はゲーム進行の処理を制御するための例えばマイクロコンピュータ(以下、CPUという)101を備え、本ゲームである銃撃戦などのゲームプログラムを内蔵した記録媒体としてのROM102が接続されると共に、頭部検出部30の他、所要の各部が接続されている。 Game control unit 100, for example, a microcomputer for controlling the processing of the game progress (hereinafter referred to as CPU) comprising a 101, the ROM102 is connected as a recording medium with a built-in game program, such as gunfire is the Game other head detection unit 30, the required units are connected. 記録媒体としてはその他、ROMカセットや、光ディスク、フレキシブルディスク等であってもよい。 As a recording medium other, and a ROM cassette, an optical disk may be a flexible disk or the like.
【0018】 [0018]
描画処理部110は、擬似3次元空間上における擬似カメラの視点から見た各キャラクタ(敵キャラクタや、ゲーム空間内に配置される種々の建造物他の物体キャラクタ等)の座標位置等の計算、光源計算処理、計算された擬似3次元空間上の座標位置から2次元空間上での座標位置への変換のための計算及びRAM111の表示エリアに描画すべき画像を構成するポリゴンを位置付ける処理、さらに各ポリゴンに対するテクスチャマッピング処理を行う。 Drawing processing unit 110, (or an enemy character, various buildings another object characters and the like that are placed in the game space) each character from the perspective of the simulated camera on a pseudo three-dimensional space calculated coordinate positions of, light source calculation processing, calculation and processing for positioning polygons constituting an image to be drawn in the display area of ​​the RAM111 for conversion from the calculated coordinate position on a pseudo three-dimensional space to a coordinate position on a two-dimensional space, further performing texture mapping for each polygon. キャラクタの座標位置計算における擬似カメラの視点情報は、後述するように頭部検出部30から伝送される位置情報が用いられる。 Viewpoint information of simulated camera in the coordinate position calculation of the character, the position information transmitted from the head detection unit 30 as described later is used. 従って、擬似カメラの視点はプレーヤの眼と実質一致し、プレーヤに対応するキャラクタはモニタ11画面に表示されない。 Therefore, the viewpoint of the simulated camera is player by eye and substantially matches the character corresponding to the player is not displayed on the monitor 11 screen.
【0019】 [0019]
音声制御部120は、音源データ記憶部121からゲーム場面に応じてゲームプログラム上で設定されている音源データを読み出し、スピーカ12、21のいずれかからサウンド出力させるものである。 Sound control unit 120 reads out the sound source data that is set in the game program according the sound source data storage unit 121 in the game scene, but to sound output from one speaker 12 and 21. 音源データとしては、BGM、各種演出音の他、射撃に関連する効果音としての射撃音、命中着弾音、外れた時の空気を裂く風切音、視点の前面に表示される障害物に当たった外れ着弾音等が準備されている。 The sound source data, BGM, other various effects sound, hit by shooting sound as sound effects related to the shooting, hit the landing sound, the wind ripping the air at the time of off-turbulence noise, an obstacle that is displayed on the front of the point of view off the landing sound and the like is prepared it was. 音源データは例えばPCMデータの形式で記憶されており、読み出された後、D/A変換処理、フィルタ処理、増幅処理を施されてサウンドとしてスピーカ12、21に出力される。 Sound source data is stored in the form of, for example, PCM data, then read, D / A conversion, filtering, and output to the speaker 12, 21 is subjected to amplification processing as a sound.
【0020】 [0020]
音声制御部120との関連において、CPU101は軌道計算処理を実行する機能部を備え、この機能部により、モニタ画面に表示されている敵キャラクタからCPU101の射撃処理制御によってプレーヤを狙って行われた射撃における銃弾の弾道が発射位置及び射撃方向の情報から順次計算され、描画制御部110はこの逐次の計算結果に基づいて銃弾をモニタ画面に順次描画させる処理を行う(あるいは射撃時の演出画像のみで銃弾の描画を行わない態様でもよい)。 In the context of voice control unit 120, CPU 101 is a function unit for executing track calculation processing, this function unit, were made aiming to players by shooting processing control CPU 101 from the enemy character displayed on the monitor screen bullet trajectory is successively calculated from the information of the firing position and shooting direction of shooting, the drawing control unit 110 only effect image performed successively drawn to the process (or shooting during the sequential calculation results on the monitor screen bullets based in may be in a manner that does not perform the drawing of the bullet). また、音声制御部120は、後述するように、計算された銃弾の弾道と擬似カメラの視点との距離などに応じてスピーカ12、21を選択的に切り換えて発音処理させる機能部を有する。 The audio control unit 120, as described later, has a function unit for sound processing selectively switching the loudspeakers 12 and 21 depending on the distance between the viewpoint of the calculated bullet trajectory and simulated camera.
【0021】 [0021]
なお、本ゲームにおいて、CPU101は、敵キャラクタからの狙撃がプレーヤに命中するか否かを決定する機能を備えてなり、この判断は、敵キャラクタと擬似カメラの視点位置との間に障害物が存在するかどうかとか距離が遠いかどうか等で行い、また無作為に命中確率を設定し、さらにゲーム進行等に応じて適宜前記確率を変更したり、さらにはプレーヤのライフゲージによって命中確率が変更されるようにしてもよい。 In the present game, CPU 101 may be a function of sniping from the enemy character to determine whether the hit player, this determination is obstruction between the viewpoint position of the enemy character and the pseudo camera carried out in or distance Toka whether present are far assimilation, etc., also set the hit probability at random, or to change the appropriate the probability further depending on the progress of the game or the like, the hit probability is changed by the life gauge of player it may be as is. また、CPU101はプレーヤが被弾したときは所定量だけライフゲージを減少させる機能、及びライフゲージが0にまで低下したか否かを判断する機能を備えている。 Further, CPU 101 has a function player function to reduce the predetermined amount the life gauge when hit, and the life gauge determines whether decreased to 0.
【0022】 [0022]
ここで、ガンユニット22の構造及び動作について説明する。 Here will be described the structure and operation of the gun unit 22. 本実施形態では、ガンユニット22の構造及び動作の原理は公知のものが採用されている。 In the present embodiment, the principles of construction and operation of the gun unit 22 is employed known ones. すなわちガンユニット22は、銃と同様の外観形状を有し、初期位置側に付勢手段で付勢されたトリガを引き込む操作をスイッチの可動片の動きに連動させることによって検出し、射撃指示信号としてコード23を介してゲーム制御部100に導くようにしたものである。 That gun unit 22 has the same external shape and guns, the operation of pulling a trigger biased by biasing means in the initial position side is detected by interlocking the movement of the movable piece of the switch, shooting instruction signal via a cord 23 as it is obtained by the guided to the game control unit 100. ガンユニット22は銃口に狭い指向性を有するようにして受光センサを内装している。 Gun unit 22 is furnished with the light receiving sensor so as to have a narrow directivity in the muzzle. そして、射撃指示信号がゲーム制御部100に導かれると、ゲーム制御部100の射撃位置検出部として機能するCPU101は、モニタ11に対して描画処理を中断し、例えば1フレームだけH(水平)、V(垂直)方向に輝点の掃引(スイープ)を行わせ、ガンユニット内の受光センサがスイープ開始時点からこの輝点を受光した時点までの時間を計時する。 When the shooting command signal is introduced to the game control unit 100, CPU 101 functioning as a shooting position detector of the game controller 100 interrupts the rendering process to the monitor 11, for example, one frame H (horizontal), V (vertical) direction to perform the sweep of the bright spot (sweep), counts a time until the time when the light receiving sensor in the gun unit has received the bright spot from the sweep start time. 1フレーム分の掃引時間は採用されている掃引方式から既知であるので、この計時時間からモニタ11画面上での輝点の座標位置を逆算することで、算出された座標位置にガンユニット22が向けられていた、すなわち射撃が行われたとして処理するようにしている。 Because sweep time for one frame is known from sweeping scheme employed, by calculating back the coordinates of the bright points on the monitor 11 screen from the measured time, the gun unit 22 to the calculated coordinates It was directed, that is, so as to process a shooting is performed. あるいは、銃口内に赤外線CCDカメラを装着する一方、モニタ11近傍の固定位置に1、又は2個の赤外線点光源などを配置しておき、トリガを引いた時のCCDカメラでの撮影画像内の点光源の撮像座標によって、カメラが向けられた方向、すなわちガンユニット22が向けられた位置を検出する方式のものでもよい。 Alternatively, while mounting the infrared CCD camera in the muzzle, 1 in a fixed position of the monitor 11 near or including two infrared point source should be placed in, in the photographic image of the CCD camera when pulled the trigger the imaging coordinates of the point light source, the direction in which the camera is pointed, i.e. may be of a type which detects a position directed gun unit 22.
【0023】 [0023]
そして、CPU101は、プレーヤから射撃された弾丸に対するモニタ11画面のゲーム空間における弾道計算を順次実行し、好ましくは計算の都度、画面内に弾丸を表示させる等して、画面に表示されている敵キャラクタに命中したか否かを判断する。 Then, the enemy CPU101 sequentially executes the ballistic calculations in the game space of the monitor 11 screen for shooting bullets from the player, preferably each of the calculation, and the like to display the bullet on the screen, which is displayed on the screen It determines whether hit the character. 命中したか否かの判断は逐次の弾道計算の結果と敵キャラクタの位置座標とから座標の一致乃至は実質的な一致によって行うようにしている。 Accuracy was determined whether the coordinates match or from the sequential coordinates of results and the enemy character ballistic calculations are to be performed by the substantial agreement.
【0024】 [0024]
次に、図3を用いて、頭部検出部30の位置算出部35における検出原理について説明する。 Next, with reference to FIG. 3, described detection principle in the position calculator 35 of the head detection unit 30. 超音波送信機31から送波された広指向性の超音波パルスは下方のプレーヤの身体で反射し、そのうちの一部が超音波受信機32,33で受波される。 Ultrasonic pulse wide directivity that is transmitting from the ultrasonic transmitter 31 is reflected by the body under the players, some of which are received at the ultrasonic receiver 32. プレーヤの通常のプレイ動作では頭部が最も高所に位置することから、超音波受信機32,33で受波されたパルス信号はいずれもプレーヤの頭部から反射した帰来波ということができる。 Since the normal play operation of the player located in the most high place the head, the pulse signal received at the ultrasonic receiver 32 and 33 can be referred to hate waves both reflected from the player's head. 位置算出部35は、送波時点から超音波受信機32,33で受信されたパルス信号の立ち上がり時点までの時間をそれぞれ計時し、両計時時間を空中伝播音速から換算して得た距離データ、超音波送信機31と受信機32及び送信機31と受信機33の各距離及び高さ情報を用いて幾何学的な演算処理を実行し、プレーヤ頭部の高さ方向及び左右方向の位置を算出する。 Position calculating unit 35, the time from transmitting the time until the rise time of the received pulse signal by the ultrasonic receiver 32 and 33 counts, respectively, the distance data obtained by converting the two measured time from airborne sound velocity, run the geometric calculation processing using the respective distances and height information of the ultrasonic transmitter 31 and the receiver 32 and transmitter 31 and receiver 33, the position in the height direction and the lateral direction of the player head calculate. すなわち超音波受信機32側での計時時間は、超音波送信機31と受信機32を焦点とする楕円球を決定する。 That time measured by the ultrasonic receiver 32 side determines the ellipsoidal to focus the receiver 32 and the ultrasonic transmitter 31. 同じく超音波受信機33側での計時時間は、超音波送信機31と受信機33を焦点とする別の楕円球を決定する。 Also time measured by the ultrasonic receiver 33 side determines the different ellipsoidal to focus the ultrasonic transmitter 31 and the receiver 33. そして、超音波送信機31の位置は同一であるから、2つの楕円球の最下点となる交点を算出することができ(交点の算出処理351)、かつ超音波送信機31、受信機32,33の高さ情報を用いて空間内の高さ方向及び左右方向の位置を決定することができる(位置決定処理352)。 Then, since the ultrasonic location of the transmitter 31 are the same, the two can be calculated an intersection as the lowest point of the ellipsoid (calculation processing 351 of the intersection), and the ultrasonic transmitter 31, the receiver 32 , it is possible to determine the position in the height direction and the lateral direction in space by using the height information of the 33 (position determination process 352). なお、計算を簡略に行うために、プレーヤの頭部は超音波送信機31、受信機32,33の真下にあると見なして、すなわち楕円計算のみで交点を算出するようにしてもよい。 In order to perform computing the simplified, the head of the player ultrasonic transmitter 31, is regarded as directly below the receiver 32, 33, i.e. may be calculated an intersection only ellipse calculation. また、両計時時間(すなわち両距離データ)と頭部の位置との関係を予め計算して求めておき、テーブル(LUT)の形で記憶したものを利用する態様でもよい。 It is also possible in a manner that utilizes those stored in the form of both measurement time (i.e. both distance data) to previously obtain calculated in advance the relationship between the position of the head, the table (LUT). 位置算出部35はこのようにして求めたプレーヤの頭部の空間上での高さ位置及び左右方向位置を擬似カメラの視点情報としてゲーム制御部100に伝送するようにしている。 Position calculating unit 35 is configured to transmit the height position and the position in the lateral direction on the space of the head of the player obtained in this way to the game control unit 100 as the viewpoint information for simulated camera. 従って、プレーヤの頭部位置に対応して、換言すれば頭部位置の変化量及び変化方向に追従するように擬似カメラの視点が変更移動されることになる。 Therefore, in response to the head position of the player, so that the viewpoint of the simulated camera is changed moved so as to follow the change amount and direction of change of head position other words.
【0025】 [0025]
図4(a)〜(d)は、プレーヤの頭部が上下方向に移動した場合のモニタ表示画像の視点変化の一例を示す図、図5はプレーヤのプレイ状況を説明するためのイメージ図である。 Figure 4 (a) ~ (d) is a diagram showing an example of the viewpoint changes in a monitor display image when the head of the player has moved in the vertical direction, FIG 5 is a conceptual diagram for explaining the play status of the player . (a)〜(d)は時間経過に対応した図であって、プレーヤがゲーム機本体10の手前で中腰姿勢(図5参照)から矢印で示すように徐々に立ち上がって略立直に近い姿勢に、すなわちプレーヤの頭部(眼)が下方から上方へ位置変位した場合の4場面を示すものである。 (A) ~ (d) is a view corresponding to the elapsed time, the player rises gradually as shown by the arrow in front of the game machine main body 10 from the half-sitting posture (see FIG. 5) to the position close to the upright substantially , i.e. shows a 4 scene when the player's head (eyes) is positioned displaced from the bottom to the top. (a)は視点の直ぐ前方に机のような障害物Bがあり、プレーヤはこの障害物Bの手前下方に隠れた状況を演出しており、その向こうに銃を手にした敵キャラクタAC1の頭部の一部のみが見えている。 (A) immediately in front of the viewpoint has an obstacle B like a desk, a player has directed the status hidden in front below the obstacle B, the enemy character AC1 in hand guns and beyond only a portion of the head is visible. この状態から、プレーヤがやや頭部をやや持ち上げた状態の画面が(b)であり、プレーヤの眼だけが障害物Bの上面に一致した状況を演出しており、敵キャラクタAC1の胸部までが見えるようになっていると共に、その後方に更に別の2人の敵キャラクタAC2,AC3の頭部が新たに見えるようになっている。 In this state, the player is somewhat head a slightly lifting the status screen (b), only the eye of the player has directed the situation that matches the upper surface of the obstacle B, until the chest of the enemy character AC1 is together so that the look, the head of its rear to a further two enemy characters AC2, AC3 is adapted to look new. 次いで、プレーヤがさらに背を伸ばして頭部を持ち上げた状態の画面が(c)であり、プレーヤの眼の高さは障害物Bの上面Bsよりやや露出した状況を演出しており、3人の敵キャラクタAC1〜AC3の上半身が見えているとともに、障害物Bの上面Bsもやや見えている。 Then, the player is further extending the back screen in the state in which the lifting head (c), the height of the eyes of the player is to produce a situation where a slightly exposed from the upper surface Bs of the obstacle B, 3 persons along with the upper half of the body of the enemy character AC1~AC3 is visible of, is somewhat visible also the upper surface Bs of the obstacle B. そして、プレーヤが立直した状態の画面が(d)であり、プレーヤの首辺りまでが障害物Bより露出した状況を演出しており、上面Bsが更に見えている。 Then, a player is in a state of turning around the screen (d), to the neck Atari player has directed the situation exposed from the obstacle B, the upper surface Bs is further visible. プレーヤの眼が上がるに従って、(a)〜(d)に示すように障害物の上面が順次が下がっている様子が分かる。 Accordance eye of the player is increased, it can be seen that lowered successively the upper surface of the obstacle as shown in (a) ~ (d).
【0026】 [0026]
図6(a)〜(d)は、プレーヤの頭部が左右方向に移動した場合のモニタ表示画像の視点変化の一例を示す図、図7はプレーヤのプレイ状況を説明するためのイメージ図である。 FIG 6 (a) ~ (d) is a diagram showing an example of the viewpoint changes in a monitor display image when the head of the player is moved in the horizontal direction, FIG. 7 is a conceptual diagram for explaining the play status of the player . (a)〜(d)は時間経過に対応した図であって、プレーヤがゲーム機本体10の右側(図7参照)から矢印に示す方向に移動して左側に、すなわちプレーヤの頭部(眼)が右方から左方へ位置変位した場合の4場面を示すものである。 (A) ~ (d) is a view corresponding to the elapsed time, the player on the left moves in the direction indicated by the arrow from the right side of the game machine main body 10 (see FIG. 7), i.e. the player's head (eyes ) is indicative of the 4 scenes when positioned displaced from right to left. (a)は視点の直ぐ手前右側にドア又は壁のような障害物Bがあり、プレーヤはこの障害物Bの裏に隠れた状況を演出しており、その向こうに銃を手にした敵キャラクタAC1の腕の一部が見えている。 (A) There is an obstacle B, such as a door or wall to immediately before the right point of view, the player has to produce a situation that was hidden in the back of the obstacle B, the enemy character that was to hand the gun to the other side AC1 part of the arm is visible of. この状態から、プレーヤがやや頭部を左方に動かした状態の画面が(b)であり、プレーヤの眼だけが障害物Bの左端からやや露出した状況を演出しており、敵キャラクタAC1の顔及び胸部まで見えるようになっている。 From this state, the state in which the player has slightly move the head to the left screen is the (b), only the eyes of the player has to produce a situation which is exposed slightly from the left edge of the obstacle B, the enemy character AC1 It has become visible to the face and chest. 次いで、プレーヤがさらに頭部を左方に動かした状態の画面が(c)であり、プレーヤの頭部が障害物Bの左端よりやや露出した状況を演出しており、敵キャラクタAC1の上半身が見えるようになっていると共に、その後方に更に別の敵キャラクタAC2の一部が新たに見えるようになっている。 Then, the player is further screen in a state in which the head is moved leftward (c), the head of the player has directed the situation slightly exposed from the left end of the obstacle B, and the upper body of the enemy character AC1 together so that the visible part of still another enemy character AC2 behind it is adapted to look new. そして、プレーヤが障害物から左側に飛び出したように上半身を露出させた状態の画面が(d)であり、2人の敵キャラクタAC1,AC2の他に更に別の敵キャラクタAC3も見えている。 Then, the player is a screen state of exposing the upper body as jumping out to the left from the obstacle (d), 2 enemies character AC1, in addition to further enemy character AC3 of AC2 is also visible.
【0027】 [0027]
また、頭部検出部30はプレーヤ頭部の上下、左右位置を検出可能であるから、プレーヤの頭部が上下方向及び左右方向の両方向の成分を持って移動したときは、それに応じて、すなわち斜め方向への視点移動ができることとなる。 Further, head detection unit 30 and below the player head, because the left and right position is detectable, when the head of the player has moved with both the components of the vertical and horizontal directions, accordingly, i.e. so that the can viewpoint movement in an oblique direction.
【0028】 [0028]
図8は、CPU101が実行するゲーム進行処理の一例を示すフローチャートである。 Figure 8 is a flow chart showing an example of a game progress processing CPU101 performs. 電源が投入されると、本フローがスタートし、先ず、モニタ11にはデモンストレーション画面が表示される(ステップST1)。 When the power is turned on, the flow starts, first, the demonstration screen is displayed on the monitor 11 (step ST1). そして、コインスイッチ25aにより所定のコインの投入が検出されると(ステップST2でYES)、スタート画面が表示され(ステップST3)、射撃ゲームとしてのゲーム本体処理が実行される(ステップST4)。 When the coin switch 25a is turned on for a predetermined coin is detected (YES in step ST2), the start screen is displayed (step ST3), the game main process is executed as a shooting game (step ST4). ゲームが所定数のステージから構築されている態様では、各ステージ途中で所定条件を満たさないことになったかどうか、例えばライフゲージ管理手段として機能するCPU101の制御によりモニタ11画面の上部領域等に表示されるライフゲージが所定値以下、例えば0まで低下したか否かの判断が行われており、ライフゲージが0になる前に当該ステージに登場する敵キャラクタの全てを射撃できた等の条件をクリアすると、次ステージが最終ステージか否かが判断される(ステップST5)。 In embodiments where the game is constructed from a predetermined number of stages, whether it be in the middle stages does not satisfy the predetermined condition, the display in the upper region and the like of the monitor 11 screen for example by the control of the CPU101 functioning as life gauge managing means Life gauges is below a predetermined value, for example, is performed determines whether decreased to 0, the conditions such that could fire all the enemy character appearing in the stage before the life gauge reaches 0 clearing the following stage whether the final stage is determined (step ST5). 逆にゲーム途中でライフゲージが0になると、その時点でゲームオーバー画面に切り換わって、強制的にゲーム終了とされる。 When the life gauge reaches zero to reverse in the middle game, it switched to the game over screen at that point in time, be forced to the end of the game.
【0029】 [0029]
一方、クリアしたステージが最終ステージであれば、表彰を演出するようなエンディングデモ画面が表示され(ステップST6)、又必要に応じて得点等が表示されてゲームオーバー画面に移行して(ステップST7)、本ゲームを終了する。 On the other hand, if it is clear the stage is the final stage, to display the ending demo screen, such as to produce a commendation (step ST6), also to display the score or the like, if necessary, the process moves to the game over screen (step ST7 ), and it ends the game.
【0030】 [0030]
図9は、ステップST4の「ゲーム本体処理」の手順を示すフローチャートである。 Figure 9 is a flowchart showing a procedure of "Game body process" in step ST4. ゲーム本体処理は、先ず、内蔵するタイマによって各ステージに設定されているゲーム時間が時間切れか否かが判断され、時間内であれば、ライフゲージに残りが有るか否かが判断される(ステップST11,ST12)。 Game consoles process, first, the game time set for each stage according to the internal timer has timed out whether it is determined, if the time, whether the rest there is determined the life gauge ( step ST11, ST12). いずれも否定されればステップST7に移行する。 Both shifts if it is negative to step ST7. 一方、ライフゲージに残りがあれば、I/O入力処理すなわち頭部検出部30からプレーヤの頭部位置情報すなわち実質的にプレーヤの眼の位置の情報の受け取り処理が行われる(ステップST13)。 On the other hand, if there remains a life gauge, receives and processes the information of the position of the eyes of the I / O input processing i.e. head detection unit 30 from the player's head position information, that is substantially the player is performed (step ST13).
【0031】 [0031]
次いで、主観視点か客観視点かの判断が行われる(ステップST14)。 Then, subjective-view or objective viewpoint or a determination is made (step ST14). 本ゲームでは、主・客観視点切換手段として機能するCPU101及びタイマにより、各ステージの最初のある時間だけはゲーム空間の全体的な状況すなわちプレーヤがゲーム空間内の如何なる場所に居るのか等を把握、認識するために、プレーヤキャラクタを含むように擬似カメラを引いた状態で広い範囲を描画するようにしており、この間は客観的視点として処理される。 In this game, the CPU101 and timer functions as a main-objective viewpoint switching means, figure out what overall situation i.e. the player that there anywhere in the game space such as the first one time only game space of each stage, to recognize, and so as to draw a wide range while pulling the simulated camera to include the player character, during this time is treated as an objective viewpoint. 一方、この客観的視点による描画処理が終了すると、プレーヤの眼を基準とした主観視点に切換えられる。 On the other hand, when the drawing process by the objective viewpoint is completed, it is switched to the subjective viewpoint relative to the eye of the player. ステップST14において、客観視点であれば、I/O入力処理で得た情報に依存しない視点でゲーム画像の描画が行われ(ステップST15)、さらに銃撃戦が行われたときには音声制御のための割り込みが発生して、スピーカ12(またはスピーカ12及び21双方)から射撃に関する各サウンド音が出力される(ステップST16)。 In step ST14, if the objective viewpoint, the interrupt for the voice control when the game image drawn is performed in viewpoint that does not depend on information obtained in the I / O input processing (step ST15), and more gunfire were made There occurs, each sound tone is output for shooting from the speaker 12 (or the speaker 12 and 21 both) (step ST16).
【0032】 [0032]
一方、主観視点に移行すれば、I/O入力処理で得た情報に基づく主観視点でゲーム画像の描画が行われ(ステップST17)、さらに銃撃戦が行われたときには割り込み処理によって、スピーカ12、またはスピーカ21から射撃に関する各サウンド音が分担して出力される(ステップST18)。 On the other hand, if transition to the subjective viewpoint, by interrupt processing when the game image drawn is performed in the subjective viewpoint based on information obtained by the I / O input processing (step ST17), further gunfire is performed, the speaker 12, or each sound sound is output by sharing about shooting from the speaker 21 (step ST18). ステップST16,18の音声処理が終了すると、本ステージが終了したか否かが判断され、終了していなければ、ステップST11に移行してステップST11〜ST18の処理を繰り返し、終了していると、ステップST6へリターンして本フローを抜ける。 The voice processing in step ST16,18 ends, whether present stage is completed is judged, if not completed, repeats the processing of steps ST11~ST18 the process proceeds to step ST11, if has been completed, It returns to step ST6 exits this flow.
【0033】 [0033]
図10は、ステップST18の「視点位置に基づく音声処理」のうち、敵キャラクタからの狙撃に対する「割り込み処理」を示すフローチャートである。 10, among the "voice processing based on the viewpoint position" in step ST18, a flowchart illustrating the "interruption process" for sniping from the enemy character. 図において、音声出力処理のための割り込み処理は、敵キャラクタによる発砲によってスタートし、音声発生対象と擬似カメラの視点とのゲーム空間上での距離が予め設定された遠近判断しきい値より小さいか否かが判断される(ステップST21)。 In the figure, or the interrupt processing for the sound output process, started by firing by the enemy character, is smaller than a preset distance determination threshold distance in the game space between the viewpoint of the sound generation subject and simulated camera whether it is determined (step ST21). 上記において、音声発生対象とは、敵キャラクタから発砲された銃弾や、この銃弾が視点の手前にある障害物に当たったときの該障害物をいう。 In the above, the speech generation target, bullet and which are fired from the enemy character, refers to the obstruction when the bullet hits the obstacle in front of the viewpoint. すなわち、敵キャラクタからの銃弾が手前の障害物に当たった時は、その障害物までの距離がしきい値より小さければ(近ければ)、スピーカ21から着弾音が出力され(ステップST22)、しきい値より大きければ(遠ければ)スピーカ12から着弾音が出力される(ステップST23)。 That is, when the bullet from the enemy character hits the front of the obstacle, (the closer) that if the distance to the obstacle is less than the threshold, the landing sound from the speaker 21 is output (step ST22), the teeth larger than threshold (farther any) impact sound is output from the speaker 12 (step ST23).
【0034】 [0034]
また、逐次の弾道計算結果による銃弾位置と視点位置間の距離計算の結果に基づいて、音声制御部120は射撃された銃弾がプレーヤに命中したと見なせるほど視点位置の直ぐ近くを通過したと判断する機能を備えており、このときはプレーヤへの命中処理として(命中演出処理としての、例えば画面を一時的に振動させるなどの演出を施し、かつライフゲージを所定値だけ減少させると共に)、スピーカ21から命中音を出力させるようにしている(ステップST22)。 Further, based on the result of the distance calculation between the bullet position and the viewpoint position by sequential trajectory calculation result, an audio control unit 120 bullets were shot passes the immediate vicinity of the viewpoint position as considered to have hit the player determines has a function of, as a hit process to the time the player (as hit effect process, for example, subjecting an effect such as to temporarily vibrating screen, and with decreasing the life gauge by a predetermined value), the speaker and so as to output a hit sound from 21 (step ST22). さらに、視点の前方の障害物に当たらず、かつプレーヤにも命中していないときは、逐次弾道計算されている銃弾と視点との距離の計算結果がしきい値より小さくなったタイミングで、スピーカ21から風切音を出力するようにしている(ステップST22)。 Furthermore, without striking the obstacle ahead of the viewpoint, and when not even hit the player, at the timing when the calculation result of the distance between the bullet and the viewpoint is sequentially trajectory calculated becomes smaller than the threshold value, the speaker and to output the wind noise from 21 (step ST22). 射撃に関連してその他の効果音はスピーカ12から出力されるようにしているが、例えばプレーヤからの射撃音はスピーカ21から出力するようにしてもよい。 Other sound effects in connection with the fire is so that is output from the speaker 12, for example, shooting sound from the player may be output from the speaker 21. このように音声発生対象が視点から遠ければ、プレーヤから遠い方のスピーカ12からサウンドを出力し、逆に視点に近ければ、プレーヤから近い方のスピーカ21からサウンドを出力するように切換えるようにしたので、より音響的に臨場感のあるゲームが提供可能となる。 The farther this way the speech generation target from a viewpoint, and outputs the sound from the side speakers 12 far from the player, the closer to the viewpoint the contrary, and the speaker 21 closer from the player to switch to output the sound because, more acoustically realistic game can be provided.
【0035】 [0035]
ある音声出力に対する処理が終わると、次いで全音声対象に対する音声出力処理が終了したか否か、すなわち発砲された1つ銃弾に対するいずれかの演出事象(時点前方の障害物への着弾、プレーヤへの命中、または直ぐ横を通過する外れ)が発生したかどうかが判断され(ステップST24)、演出事象が発生していなければステップST21に移行し、発生していれば、当該銃弾についての音声出力処理は完了したとしてリターンする。 When the process for a sound output ends, and then landed to all voice whether the voice output processing has been completed for the target, i.e. either effect events (time in front of the obstacle with respect to one bullet is fired, to the player hit, or immediately next to the passing out) whether has occurred is determined (step ST24), if presentation event has not occurred and proceeds to step ST21, if the generated audio output processing on the bullet to return as completed. なお、スピーカ21は1個に限定されず、左右にそれぞれ設けた態様であってもよい。 Incidentally, the speaker 21 is not limited to one, may each be provided manner on the left and right. この場合、プレーヤ頭部がプレイ領域内の左右のいずれに位置するかに応じて左右のスピーカを切り換えて音声出力させ、あるいは音量比率を対応調整することで、音響の遠近切換えに加えて左右方向切換え等によって更なる音響的な臨場感を醸し出すようにしてもよい。 In this case, since the player head by switching the left and right speakers in accordance with whether located in any of the right and left of the play area is audio output, or the corresponding adjust the volume ratio, the left-right direction in addition to distance switching sound it may be strike an acoustic immersive further by switching the like.
【0036】 [0036]
図11は、本発明に係る3Dビデオゲーム装置の第2実施形態を示す斜視図であり、図12はプレーヤ頭部の検出動作を行うブロック図である。 Figure 11 is a perspective view showing a second embodiment of a 3D video game device according to the present invention, FIG 12 is a block diagram for detecting motion of the player head. 本ゲーム装置は、外観上、図1に示すものと多少の差異があるものの、頭部検出部30の構成を除いて、機能的には略同一である。 This game apparatus, appearance, although there is little difference between those shown in FIG. 1, except for the configuration of the head detecting section 30, functionally are substantially the same.
【0037】 [0037]
第2実施形態において、頭部検出部130はモニタ11の真下であって左右方向の中央位置に配設された撮像手段としての例えばCCDカメラ131と、プレイ領域を挟んで配設された背景除去部材132とから構成されると共に、処理機能部としてシルエット映像抽出手段133、人体シルエット特徴データを記憶した人体シルエット特徴データメモリ134及び位置決定処理部135を備えて構成されている。 In the second embodiment, the head detector 130 and the CCD camera 131 for example as an imaging means in a by disposed in a central position in the horizontal direction below the monitor 11, arranged background removal across the play area together comprised member 132. is configured to include a silhouette image extracting means 133, the body silhouette characteristics data memory 134 and a position determination processing unit 135 that stores body silhouette characteristic data as a processing function unit. CCDカメラ131はプレイ領域側が撮像領域となるように向けられている。 CCD camera 131 is oriented so that the play area side becomes the imaging area.
【0038】 [0038]
背景除去部材132はプレイ領域を囲むようにして手前側に立直された長方形状を有する支持体132aと、この支持体132aの立直姿勢を保持させるべくゲーム機本体10と連結する上部の水平連結アーム部132bと、支持体132aの上半部に貼られた所定色、例えば青色単色とか2色のストライプパターン図柄等を表面に有するスクリーン132cを備える。 Background removal member 132 and the support 132a having the rectangular shape was Tachinaosa frontward so as to surround the play area, an upper horizontal coupling arm 132b for connecting the game machine main body 10 in order to hold the upright posture of the support 132a comprising the predetermined color affixed to the upper half of the support 132a, for example, a screen 132c having a blue monochromatic Toka 2-color surface stripes pattern or the like. スクリーン132cはプレーヤの通常のゲーム姿勢において頭部が位置変位する範囲をカバーする程度の大きさの形状、好ましくは四角形を有し、かつプレーヤの屈んだ姿勢と立直した姿勢の間で頭部がカバーできる高さ位置に配設されている。 Screen 132c is the order of magnitude of the shape that covers a range of head in a normal game posture of the player position displacement, preferably it has a square, and the head between the position and the rebuilding posture that crouched the player It is arranged at a height position capable of covering. スクリーン132cは半透明でもよく、このようにすればスクリーン132c後方の観客もプレーヤの動きとかモニタ11画像を見ることができる。 Screen 132c may be semitransparent, it is possible to see the way the motion Toka monitor 11 image on the screen 132c behind the audience player if.
【0039】 [0039]
CCDカメラ131はスクリーン132cが視野となるように画角が設定されており、スクリーン132cの裏側の背景物(例えばゲーム場の種々の物体(他のゲーム機等)や人物等)が撮像画像中に含まれないようしているもので、好ましくはCCD素子の前面にRGB各色のフィルタが配列されてなるカラー撮像手段が好ましい。 CCD camera 131 is set angle so the screen 132c becomes a field, the back side of the background object in the screen 132c (e.g. various objects of the game field (another game machine or the like) or a person or the like) is in the captured image those that are not included in, preferably the color imaging means are preferably RGB color filter in front of the CCD are arrayed. CCDカメラ131はスクリーン132cに向けて所定周期例えば1/60秒毎にあるいはプレーヤ頭部の位置変位を所要の分解能で追尾し得る程度の時間周期で撮像動作を実行し、撮像した画像を内部の画像メモリ131aにアドレス管理の下に記憶するようにしている。 CCD camera 131 performs an imaging operation in a time period enough to be tracked to the position displacement of the or player head to a predetermined period e.g. every 1/60 seconds at the required resolution toward the screen 132c, an image captured inside the It is to be stored under the address management in the image memory 131a. シルエット映像抽出部133は画像メモリ131a内に取り込まれたプレーヤ及びその後方のスクリーン132cを含む画像データから青色の画像(モノクロカメラの場合にあっては、柄無し領域の画像)を削除する処理を実行することによって人体シルエットを抽出する。 Silhouette image extraction unit 133 (in the case of a monochrome camera, images of the handle region without) from image data including a player and rear screen 132c that has been taken in the image memory 131a blue image processing for deleting the extracting a human silhouette by executing. この抽出処理としては単純に青色領域をデータ無し領域として処理することで可能となる。 Simply it made possible to process the blue region as the non-data area as the extraction process. また、スクリーン132cがストライプ図柄である態様では、かかる基本パターン領域を除く処理を施せばよい。 Further, in an embodiment the screen 132c has a stripe pattern, may be subjected to treatment except for such basic pattern region.
【0040】 [0040]
位置決定部135はシルエット映像抽出部133で得られた人体シルエット及び人体シルエット特徴データメモリ134の人体シルエット特徴データからパターン認識技術等を利用して人体シルエット中からその頭部を抽出し、頭部における眼の位置、例えば頭部領域の中心位置を演算から求め、この位置を眼の位置と見なして位置決定を行うものである。 Position determination unit 135 extracts the head from the human body silhouette by using a pattern recognition technique or the like from the human body silhouette characteristics data of the human body silhouette and human silhouette characteristic data memory 134 obtained by the silhouette image extraction unit 133, the head position of the eye in, for example, obtains the center position of the head area from the calculation, the position and performs positioning is regarded as the position of the eye. 得られた位置情報はゲーム制御部100に伝送され、この後は、第1実施形態の場合と同様に視点情報として用いられる。 The resulting position information is transmitted to the game control unit 100, after this, is used as viewpoint information as in the first embodiment.
【0041】 [0041]
本発明は、第1、第2実施形態における頭部検出部30、130の他に、以下の形態も採用可能である。 The present invention, first, in addition to the head detection unit 30, 130 in the second embodiment, the following forms may be adopted.
【0042】 [0042]
(1)第2実施形態における頭部検出部130のCCDカメラに対し、そのCCD撮像面の前面に赤外線フィルタを介設して赤外線カメラとし、かつ、その近傍位置にスクリーン132cをカバーする範囲で赤外線を照射する赤外線発光源を備えると共に、スクリーン132c表面に赤外線光を吸収する材料を塗布等したものを採用したものとしてもよい。 (1) relative to the CCD camera of the head detector 130 in the second embodiment, an infrared camera interposed an infrared filter in front of the CCD image pickup surface, and, in a range covering the screen 132c in the vicinity of a position provided with a infrared light emitting source for irradiating infrared rays, a material that absorbs infrared light to the screen 132c surface may be obtained by employing a material obtained by coating or the like. この構成によれば、赤外線カメラはスクリーン132cから反射光が戻ってこないためスクリーン132cの撮像領域が低輝度となり、従ってプレーヤからの反射領域との間の明度差を強調できることから、人体シルエットの抽出が容易となる。 According to this arrangement, an infrared camera imaging area of ​​the screen 132c for the reflected light does not return from the screen 132c becomes a low brightness, thus since it can emphasize the difference in brightness between the reflective areas of the player, the extraction of the body silhouette it becomes easy. 一方、スクリーン132c表面に赤外線光を反射する材料を塗布等したものを採用したものとしてもよい。 On the other hand, may be obtained by employing the material that reflects infrared light on the screen 132c surfaces those coating. この構成によれば、赤外線カメラはスクリーン132cから光が強く反射されるためスクリーン132cの撮像領域が高輝度となり、従ってプレーヤからの反射領域との間の明度差を強調できることから、人体シルエットの抽出が容易となる。 According to this arrangement, an infrared camera imaging area of ​​the screen 132c for light is reflected strongly becomes high brightness from the screen 132c, thus since it can emphasize the difference in brightness between the reflective areas of the player, the extraction of the body silhouette it becomes easy.
【0043】 [0043]
さらに、赤外線反射材料の領域と吸収材料の領域とをストライプ図柄のように交互に構成したスクリーンを用いてもよく、このようにしても第2実施形態のスプライトパターン図柄の場合と同様、人体シルエットの抽出が容易となる。 Further, may be used a screen configured alternately as a region and a stripe pattern area with an absorbent material of the infrared reflective material, similarly to the case in this way the sprite pattern symbols of the second embodiment, the body silhouette of extraction is facilitated.
【0044】 [0044]
(2)図13は頭部検出部の他の実施形態を示すブロック図で、頭部検出部230は、前記(1)で説明したような赤外線カメラ231と、プレーヤの顔部乃至は頭部に装着可能な構造を持ち、その正面側に所定個数、例えば3個の点状に形成された赤外線発光を行う赤外線発光部材236aを設けたゴーグル乃至は頭部被着体236とを備えて構成されと共に、処理部内に画像メモリ231a、画像解析部237、ユニークパターン特徴データメモリ238及び位置決定処理部239を備える。 (2) Figure 13 is a block diagram showing another embodiment of the head detection unit, head detection unit 230, the infrared camera 231 as described in (1), the player's face portion or the head have attachable structure, a predetermined number on its front side, goggles or provided with infrared ray emitting member 236a which performs infrared emission, which is formed, for example, form three points and a head adherend 236 configuration It provided with the image memory 231a to the processing section, the image analysis unit 237, a unique pattern characteristic data memory 238 and a position determination processing unit 239. 赤外線カメラ231でプレーヤを撮像すると、画像メモリ231a上に3個の輝点236bが画像データとして得られ、この3点からなる画像パターンが画像解析部238でユニークパターン特徴データメモリ238内のデータと照合されて画像メモリ231a内での格納位置、すなわちアドレスが特定される。 When imaging a player with infrared camera 231, three bright spots 236b on the image memory 231a is obtained as image data, and data in the unique pattern characteristic data memory 238 an image pattern consisting of the three points in the image analysis unit 238 collated in the storage position in the image memory 231a, i.e. addresses is specified. 位置決定部239は3点のアドレス情報を用いて予め設定された式に基づいてプレーヤの眼の位置を算出し、ゲーム制御部100に伝送する。 Position determining unit 239 calculates the position of the eye of the player based on a preset formula using the address information of the three points, is transmitted to the game controller 100. なお、赤外線発光部材236aの個数は3個に設定しているが、少なくとも1個あれば実質検出可能であり、特に2個乃至それ以上あれば、頭部とか顔面部の傾きも同時に検出できることから、プレイヤの眼の位置をより正確に決定できるという利点がある。 Although the number of infrared emitting members 236a is set at three, it is possible substantially detectable if at least one, if in particular two to more, since the inclination of the head Toka face portion can also be detected simultaneously , has the advantage of more accurately determine the position of the eyes of the player.
【0045】 [0045]
なお、赤外線発光部材236aに代えて赤外線を反射する反射鏡を被着体236に所要個数設けると共に、ゲーム機本体10側に広い照射幅を有する赤外線発光手段を設けて、赤外線カメラ231が前記反射鏡からの反射光を撮像し得るような構成としても良く、これによっても上記と同様な効果が得られる。 Incidentally, a reflecting mirror for reflecting infrared radiation instead of the infrared light emitting member 236a provided with the required number to the adherend 236, is provided an infrared light emitting means having a wide irradiation range to the game machine body 10 side, the infrared camera 231 is the reflection may the light reflected from the mirror configured as capable of imaging, this same effect as described above can be obtained by. この場合、被着体236に赤外線光を発光するための電源や駆動手段等が不要となる分、被着体236の小型軽量が図れる。 In this case, amount that becomes unnecessary, such as the power or drive means for emitting infrared light to the adherend 236, thereby the size and weight of the adherend 236.
【0046】 [0046]
(3)図14は、頭部検出部のさらに他の実施形態を示すもので、図(a)はブロック図、(b)は位置決定を説明するための図である。 (3) Figure 14 shows still another embodiment of the head detection unit, Fig. (A) is a block diagram, is a diagram for explaining the (b) position determination.
【0047】 [0047]
頭部検出部330は、プレイ領域の上部に左右方向に並んで所定ピッチで配列された複数の超音波送受波機331a,…からなる測距センサ部331を備えると共に、処理部内に位置検出処理部332、ピークポイント検出部333及び位置決定処理部334を備えて構成される。 Head detection unit 330, a plurality of ultrasonic transmitter device arranged at a predetermined pitch arranged in the lateral direction on top of the play area 331a, provided with a distance measuring sensor 331 consisting of ..., the position detection processing portion part 332, configured with a peak point detection unit 333 and a position determination processing unit 334. 超音波送受波機331aは公知のように、圧電素子と、この圧電素子にパルス信号で励振して超音波パルスを送波させる励振部と、反射波を受波する受波部と、信号入出方向を切換えるための回路等を少なくとも備えて構成される。 Ultrasonic transmitter unit 331a, as is known, the piezoelectric element, an excitation unit for transmitting the excitation to ultrasonic pulses in the pulse signal to the piezoelectric element, and a wave receiver for reception of the reflected wave, the signal input and configured with at least a circuit for switching the directions. 測距センサ部331は発光部と受光部とを備えた反射式の光(好ましくは赤外線)センサであってもよい。 Distance measuring sensor 331 may be a light (preferably infra red) sensor of the reflection type having a light receiving portion and the light emitting portion. 測距センサ部331の各超音波送受波機331aはプレイ領域のプレーヤの頭部がいずれか(好ましくは複数個)で検出し得るような真下への指向幅を有して構成されている。 Each ultrasonic transmitter unit 331a of the distance measuring sensor 331 is configured to have a directional width to just below such as the head of the players play area can be detected in any (preferably a plurality). あるいは通常の頭部の幅より狭い間隔で取り付けられている。 Or mounted in closely spaced than the width of a normal head.
【0048】 [0048]
超音波送受波機331aは同時に超音波の送波が行われてもよいが、隣同士との互いの干渉を防止するべく、高速で順番に、あるいは少なくとも1個おきの超音波送受波機331a同士を交互に送波させて検出を行わせるようにしてもよい。 Ultrasonic transmitter unit 331a may transmit the ultrasonic waves are performed at the same time, in order to prevent mutual interference between the next to each other, in turn at high speed, or at least every other ultrasonic transmitter unit 331a each other may be to perform the detection by transmitting alternately. 尤も、狭指向性の超音波ビームにおいては送波した超音波送受波機331aで受波されるときが最短の測距データとなるので、隣接する超音波送受波機331aで混信受波されても最短データを得た超音波送受波機331aを特定する上では特に支障はない。 However, since when it is received at the ultrasonic transmitter unit 331a which is transmitting is the shortest distance data is in the narrow directivity of the ultrasonic beam, is interference received at the ultrasonic transmitter unit 331a adjacent There is no particular trouble in terms of also identifying the ultrasonic transmitter unit 331a, which give the shortest data.
【0049】 [0049]
図14に示すようにプレーヤの頭部で反射した帰来波は同じ超音波送受波機331aで受波され、位置検出部332でそれぞれの送波時点から受波時点までの時間から音速情報を用いて換算された距離を求めることで、超音波送受波機331aのピッチ寸法と距離とのデータ(イメージ的にはグラフ332aに示す)との関係が得られる。 Hate wave reflected at the player's head, as shown in FIG. 14 are received at the same ultrasonic transmitter unit 331a, using the speed of sound information from a time from each of the transmitting time by the position detecting section 332 to reception time by determining the distances converted Te, the relationship between the data of the pitch dimension and distance ultrasonic transmitter unit 331a (shown in the graph 332a in image basis) is obtained. ピークポイント検出部333は上記ピッチ寸法と距離とのデータから図14(b)に示すようにピークポイントの高さ位置Pe及び左右方向位置Xpを検出する。 Peak point detection unit 333 detects a height position Pe and the position in the lateral direction Xp of the peak point, as shown in FIG. 14 (b) from the data of the pitch dimension and distance. 高さ方向の波形は図14(b)のように山形であるから、位置検出部332に予め準備したモデル関数などを利用して連続的なデータを作成する機能を持たせておくことで、ピークポイント検出部333はピークポイントが超音波送受波機331a間にある場合であっても検出が可能となる。 Because there Yamagata as the height direction of the waveform FIG. 14 (b), the by leaving to have the ability to create a continuous data using such previously prepared model function to the position detection unit 332, peak point detection unit 333 can be detected even if the peak point is located between ultrasonic transmitter unit 331a. 位置決定処理部334は検出されたプレーヤ頭頂部の高さ位置Peから所定値を減算することでプレーヤの眼の高さ位置を決定でき、また、左右方向位置は超音波送受波機331aの配列ピッチから決定することができる。 Position determination processing unit 334 can determine the height position of the eye of the player by subtracting the predetermined value from the height position Pe of the player parietal detected, also the position in the lateral direction is arranged in the ultrasonic transmitter unit 331a it can be determined from the pitch. このようにして得られたプレーヤの眼の高さ位置及び左右方向位置の情報はゲーム制御部100に伝送される。 Such information height position and the left-right direction position of the eye of the obtained player in the is transmitted to the game controller 100.
【0050】 [0050]
(4)図15は、頭部検出部のさらに他の実施形態を示す図である。 (4) Figure 15 is a diagram showing still another embodiment of the head detection unit. 頭部検出部430はプレイ領域に敷設される感圧式のシート部材431を備え、プレーヤの両足の位置検出を行うと共に、これらの情報及び後述する他の情報を用いて頭部位置を決定するものである。 Those head detection unit 430 which comprises a sheet member 431 of the pressure-sensitive being laid on the play area, the detecting the position of both feet of the player, to determine the head position using other information such information and later it is.
【0051】 [0051]
感圧シート部材431は前後方向に長尺のセンサ部が左右方向に、かつプレーヤの足の幅に比して少なくとも狭く、好ましくは十分に狭いピッチ(図では説明の便宜上乃至作図上、ピッチを広めに誇張して描いている)で、並行に配列された構造を有する。 The pressure-sensitive sheet member 431 is the sensor unit is the left-right direction is elongated in the longitudinal direction, and at least narrower than the width of the player's feet, preferably sufficiently narrow pitch (the convenience to draw the explanation in the figure, the pitch in exaggerated depicts) the spread has arranged in parallel structure. 感圧シート部材431は公知の物が採用可能であり、例えば2枚の可撓性を有するフィルム基材431aの対向する面側にそれぞれ長尺の感圧導電性インク431b、例えば導電性粒子と非導電性粒子とを分散混合した熱可塑性樹脂により構成されたものを対応する位置に印刷した後、両フィルム基材431aを貼り合わせて製造されたものである。 Pressure-sensitive sheet member 431 is can be adopted a known ones, for example, a film substrate 431a opposite each long on the side pressure-sensitive conductive ink 431b having two flexible, for example, conductive particles after printing the one configured in the corresponding position by the non-conductive particles dispersed mixed thermoplastic resin are those prepared by bonding both film substrate 431a. また、各感圧導電性インク431bにはリード線(銀などの導電性粒子が分散混合された熱可塑性樹脂)が絶縁被覆された状態でフィルム外へ引き出されており、一方のフィルム基材431aのリード線には所定の電圧が印加され、他方のフィルム基材431aのリード線には電圧を検出する回路が各リード線を認識可能にして接続されている。 Furthermore, each pressure-sensitive conductive ink 431b is led to the outer film in a state where the lead wire (thermoplastic resin in which the conductive particles such as are dispersed and mixed silver) is insulating coating, one film base 431a the leads predetermined voltage is applied, the lead of the other film base 431a is a circuit for detecting a voltage are connected to recognizable each lead. 張り合わされた状態における両フィルム基材431aの感圧導電性インク431b同士の接触面は微小な凸凹(印刷時や微小粒子の存在に起因)が形成された状態にあり、フィルム基材431a面への加圧によるインク表面相互の実質的な接触面積の変化、すなわち接触面での抵抗変化によって他方のリード線側に現れる電圧がアナログ的に検出し得るようになっている。 Veneered contact surfaces of the pressure-sensitive conductive ink 431b of both the film substrate 431a in the state is in a state in which are formed (due to the presence of the printing or when fine particles) fine unevenness, the film substrate 431a faces changes in substantial contact area of ​​the ink surface cross, that is, the voltage appearing at the other lead wire side by the resistance change of the contact surface is adapted to be detected in an analog manner by pressurization.
【0052】 [0052]
圧力データメモリ432は個別の感圧導電性インク431bの電圧検出回路から検出された電圧値すなわち圧力データを対応づけて記憶するもので、図では記憶内容をイメージ的な分布図として示している。 The pressure data memory 432 by way of association with each voltage value or pressure data detected from the voltage detection circuit of the individual pressure-sensitive conductive ink 431b, The figure shows the stored contents as an image distribution diagram. 左右足位置検出部433aは圧力データメモリ432の記憶内容から左右の足から受けた荷重と判断できる領域内の中心を求めることで感圧シート部材431上の左右方向における各足の位置情報を算出するもので、算出した位置情報は各足位置情報メモリ433bに記憶される。 Calculating position information of each foot is left foot position detection unit 433a in the lateral direction on the pressure-sensitive sheet member 431 by obtaining a center of the area that can be determined that the load received from the left and right feet from the stored contents of the pressure data memory 432 intended to, calculated position information is stored in each foot position information memory 433b. また、左右足位置検出部433aは足領域内の圧力データを各足について積算し、それぞれの積算値を体重偏りをとして各足体重偏り情報メモリ433cは記憶するようにしている。 Further, the right and left foot position detection unit 433a is a pressure data of the foot region integrated for each foot, each foot weight imbalance information memory 433c each integrated value as the weight deviation is provided to store.
【0053】 [0053]
重心算出部433dは圧力データメモリ432に記憶されている内容から感圧シート部材431上の左右方向における荷重の重心位置すなわち腰位置を算出するもので、算出結果は重心位置情報メモリ433eに記憶される。 Centroid calculating unit 433d is intended to calculate the gravity center position, i.e. the waist position of the load in the lateral direction on the pressure-sensitive sheet member 431 from the contents stored in the pressure data memory 432, the calculation result is stored in the center-of-gravity position information memory 433e that. 統計的学習パターンメモリ433fは人間工学的な観点乃至は経験的な観点に基づいて、両足の位置、体重の掛かり具合、腰の位置等から頭部の位置を推定するためのパターンデータが記憶されているものである。 Statistical learning pattern memory 433f are ergonomic aspect to, based on empirical point of view, the position of the feet, body weight takes degree, pattern data for estimating the position of the head from the position of the waist is stored and those are. そして、位置決定部433gは各足位置情報メモリ433b、各足体重偏り情報メモリ433c、重心位置情報メモリ433e及び統計的学習パターンメモリ433fに基づいてプレーヤの頭部位置を決定する。 The position determination unit 433g each foot position information memory 433b, each foot weight imbalance information memory 433c, to determine the head position of the player on the basis of the center-of-gravity position information memory 433e and the statistical learning pattern memory 433f. 決定された頭部位置情報はゲーム制御部100に伝送される。 Determined head position information is transmitted to the game controller 100.
【0054】 [0054]
このように、感圧シート部材431をプレイ領域に敷設することで、プレーヤの両足の位置情報から頭部の感圧シート部材431上の左右方向における位置を決定することが可能となるので、頭部検出部のための配置スペース、構造を特別準備する必要がない。 In this way, by laying the pressure-sensitive sheet member 431 in the play area, so the position information of the feet of the player and it is possible to determine the position in the lateral direction on the pressure-sensitive sheet member 431 of the head, the head arrangement space for the parts detection unit, there is no need to specially prepare the structure.
【0055】 [0055]
(5)図16は、頭部検出部の感圧式のシート部材の他の実施形態を示す図である。 (5) FIG. 16 is a diagram showing another embodiment of a sheet member of the pressure-sensitive head detection unit. 頭部検出部530はプレイ領域に敷設される感圧式のシート部材531を備え、プレーヤの両足の位置検出を行うと共に、これらの情報及び後述する他の情報を用いて頭部位置を決定するものである。 Those head detection unit 530 which comprises a sheet member 531 of the pressure-sensitive being laid on the play area, the detecting the position of both feet of the player, to determine the head position using other information such information and later it is.
【0056】 [0056]
感圧シート部材531は基本的には前記(4)の原理、材料を用いて製造されたものが適用される。 Pressure-sensitive sheet member 531 is basically the principle of (4), those produced by using a material applied. すなわち、図16(a)に示すように一方のフィルム基材5311の裏面にはその縦方向に長尺を有する感圧導電性インク5312が所定ピッチで配列形成され、一方、図16(b)に示すように他方のフィルム基材5313の裏面にはその左右方向に長尺を有する感圧導電性インク5314が所定ピッチで配列形成され、お互いの裏面同士を貼り合わせることで、図16(c)に示すようにマトリクス状に感圧部を有するフィルム基材5311が製造される。 That is, pressure-sensitive conductive ink 5312 having a long to the the back surface of one film base 5311 its longitudinal direction as shown in FIG. 16 (a) is formed and arranged at a predetermined pitch, while, and FIG. 16 (b) pressure-sensitive conductive ink 5314 having long is formed and arranged at predetermined intervals in a lateral direction on the rear surface of the other film base 5313 as shown in, by attaching the rear face each other in each other, FIG. 16 (c ) film substrate 5311 having a pressure sensitive portion is prepared as the matrix shown in FIG. また、一方、例えばフィルム基材5311の各感圧導電性インク5312のリード線に所定電圧を高速で順番に印加し、他方のフィルム基材5313の各感圧導電性インク5314のリード線に電圧検出回路が接続されている。 Further, while, for example, a predetermined voltage to the lead wire of each pressure-sensitive conductive ink 5312 of the film substrate 5311 is applied sequentially at a high speed, the voltage to the other lead of each pressure-sensitive conductive ink 5314 of the film substrate 5313 detection circuit is connected. そして、感圧導電性インク5312への電圧の印加タイミングと電圧検出回路で加圧されたことが検出された感圧導電性インク5314とから感圧シート部材531上での足の位置が特定でき、そのレベルを検出できる。 The possible identified application timing and position of the foot on the voltage detected pressurized it is detected the pressure-sensitive conductive ink circuit 5314 Tokara pressure sensitive sheet member 531 of the voltage to the pressure-sensitive conductive ink 5312 , it can detect the level. かかる感圧シート部材531を採用すれば、プレーヤの両足の位置が左右方向及び前後方向という2次元的に検出できる。 By employing such a pressure-sensitive sheet member 531, the position of both feet of the player can be the lateral direction and the longitudinal direction of two-dimensionally detected. この実施形態において、図15に示す位置検出部433を適用するようにし、このとき位置決定処理部433gに2次元上での位置決定処理機能を持たせておけば、感圧シート部材531上でのプレーヤ頭部の3次元位置が決定できる。 In this embodiment, so as to apply a position detection unit 433 shown in FIG. 15, if to have a position determination processing function on the 2-dimensional in this case the position determination processing unit 433 g, on the pressure-sensitive sheet member 531 three-dimensional position of the player head can be determined.
【0057】 [0057]
このようにプレーヤ頭部の3次元位置が決定できる結果、モニタ11画面上のゲーム空間内での視点を奥行き方向に対しても移動することが可能となる。 The results thus three-dimensional position of the player head can be determined, it is possible also to move the viewpoint in the game space on the monitor 11 screen relative to the depth direction.
【0058】 [0058]
(6)第2実施形態における頭部検出部130及び前記(1)〜(3)の頭部検出部に加えて、(4)に示す感圧シート部材であって感圧導電性インクが前後方向に並設されたものを付加するときは、この感圧シート部材によってプレーヤ頭部の奥行き方向の位置を特定することができるので、全体としてプレーヤ頭部の3次元位置が特定できる。 (6) In addition to the head detection unit of the head detection unit 130 and the (1) to (3) in the second embodiment, (4) a pressure-sensitive sheet member in a by pressure-sensitive conductive ink before and after the show when adding those arranged in the direction, it is possible to identify the position in the depth direction of the player head by the pressure-sensitive sheet member, it can be identified three-dimensional position of the whole player head.
【0059】 [0059]
(7)第1実施形態においては超音波受信機32,33を超音波送信機31の左右両側の直線上の位置に配設し、これにより、頭部の高さ位置及び左右方向位置を検出したが、これに代えて、超音波受信機を超音波送信機の水平面上の所定位置に3個配設し、各超音波受信機での計測時間すなわち距離情報から楕円球を3個決定し、これらの交点を頭部位置として検出することも可能である。 (7) In the first embodiment arranged an ultrasonic receiver 32, 33 in position on the right and left sides of the straight line of the ultrasonic transmitter 31, thereby detecting the height position and the position in the lateral direction of the head but was, instead of this, the ultrasonic receiver and three disposed at a predetermined position on the horizontal plane of the ultrasonic transmitter, the oval sphere determined three from the measured time or distance information for each ultrasound receiver it is also possible to detect the intersections as the head position. この構成によれば、頭部の3次元空間上での位置が検出できるという利点がある。 According to this configuration, there is an advantage that the position on a three dimensional space of the head can be detected. なお、超音波受信機は少なくとも3個以上配設されておれば足りる。 Incidentally, the ultrasonic receiver suffices I is disposed at least three.
【0060】 [0060]
(8)なお、本実施形態では射撃ゲームに適用した例を示したが、射撃ゲームの他、プレーヤが他のキャラクタと対戦する形式のゲーム、例えばボクシングゲーム等でもよい。 (8) Although this embodiment shows an example of application to a shooting game, other shooting games, the format of the game player to play against other characters, may be, for example, boxing games. また、本発明は、ガンユニット等の操作部を特に使用しない、例えば種々の方向から眺めることで隠れているものを当てるような物当てゲーム等にも適用可能である。 Further, the present invention is not particularly use the operation unit such as a gun unit, for example is also applicable to those guessing game such as shed those hidden by views from various directions.
【0061】 [0061]
【発明の効果】 【Effect of the invention】
請求項1、 記載の発明によれば、 プレーヤの両足の位置情報から頭部の水平面上の少なくとも1方向における位置を決定し、擬似カメラの視点をプレーヤの自由な動きに追従させるようにしてプレーヤの意図する視点からの画像を積極的に提示することが出来、ゲーム性の幅を広げることができ、興趣に富んだゲームを提供し得る。 According to the invention of claim 1, 5, wherein the position in at least one direction on the horizontal plane of the head determined from the position information of both feet of the player, so as to follow the viewpoint of the simulated camera to free movement of the player it is possible to present an image from the point of view that the intention of the player actively, it is possible to widen the width of the game characteristics, may provide a game rich in interest. また、各ステージの最初のある時間だけはゲーム空間の全体的な状況すなわちプレーヤがゲーム空間内の如何なる場所に居るのか等を把握、認識するために、プレーヤキャラクタを含むように擬似カメラを引いた状態で広い範囲を描画するようにし、この間は客観的視点として処理される。 Further, only the first one time for each stage figure out what overall situation i.e. the player that there anywhere in the game space such as game space, in order to recognize, by subtracting the simulated camera to include the player character so as to draw a wide range in the state, during which is treated as an objective viewpoint. 一方、この客観的視点による描画処理が終了すると、プレーヤの眼を基準とした主観視点に切換えて主観視点で描画するようにし得る。 On the other hand, when the drawing process by the objective viewpoint is completed, it may be adapted to draw in the subjective-view is switched to the subjective viewpoint relative to the eye of the player.
【0062】 [0062]
請求項2記載の発明によれば、視点の移動に関連させて操作部への操作を行うことができるので、ゲーム進行を興趣に富んだものにすることができる。 According to the second aspect of the present invention, it is possible to perform the operation to the operation unit in conjunction with movement of the viewpoint, it can be made to be rich game progress interest.
【0063】 [0063]
請求項記載の発明によれば、頭部の水平面上の位置と高さ位置とが検出できる。 According to the third aspect of the present invention, it can be detected and the position and height position on the horizontal plane of the head.
【0064】 [0064]
請求項記載の発明によれば、両足の重心位置が算出でき、この重心位置情報を少なくとも利用してプレーヤの頭部位置を決定することが可能となる。 According to the fourth aspect of the present invention, the center of gravity of both feet can be calculated, it is possible to determine the head position of the player uses at least a center of gravity position information.
【図面の簡単な説明】 BRIEF DESCRIPTION OF THE DRAWINGS
【図1】本発明に係る擬似3次元(3D)ビデオゲーム装置の一実施形態を示す斜視図である。 Is a perspective view showing an embodiment of FIG. 1 pseudo three-dimensional according to the present invention (3D) video game device.
【図2】3Dビデオゲーム装置のブロック構成図である。 FIG. 2 is a block diagram of a 3D video game device.
【図3】頭部検出部の位置算出部における検出原理を示す図である。 3 is a diagram showing a detection principle in the position calculator of a head detector.
【図4】(a)〜(d)は、プレーヤの頭部が上下方向に移動した場合のモニタ表示画像の視点変化の一例を示す図である。 [4] (a) ~ (d) are diagrams showing an example of the viewpoint changes in a monitor display image when the head of the player has moved in the vertical direction.
【図5】プレーヤのプレイ状況を説明するための図である。 5 is a diagram for explaining the play status of the player.
【図6】(a)〜(d)は、プレーヤの頭部が左右方向に移動した場合のモニタ表示画像の視点変化の一例を示す図である。 6 (a) ~ (d) are diagrams showing an example of the viewpoint changes in a monitor display image when the head of the player is moved in the lateral direction.
【図7】プレーヤのプレイ状況を説明するための図である。 FIG. 7 is a diagram for explaining the play status of the player.
【図8】CPUが実行するゲーム進行処理の一例を示すフローチャートである。 8 is a flowchart showing an example of a game progress processing executed by a CPU.
【図9】ステップST4の「ゲーム本体処理」の手順を示すフローチャートである。 9 is a flowchart showing a procedure of "Game body process" in step ST4.
【図10】ステップST18の「視点位置に基づく音声処理」の内、敵キャラクタからの狙撃に対する音声処理を示すフローチャートである。 [10] Among the "voice processing based on the viewpoint position" in step ST18, a flowchart illustrating audio processing for sniping from the enemy character.
【図11】本発明に係る3Dビデオゲーム装置の第2実施形態を示す斜視図である。 11 is a perspective view showing a second embodiment of a 3D video game device according to the present invention.
【図12】図11に示すプレーヤ頭部の検出動作を行うブロック図である。 12 is a block diagram for detecting motion of the player head shown in FIG. 11.
【図13】頭部検出部の他の実施形態を示すブロック図である。 13 is a block diagram showing another embodiment of the head detection unit.
【図14】頭部検出部のさらに他の実施形態を示すもので、図(a)はブロック図、(b)は位置決定を説明するための図である。 [Figure 14] shows still another embodiment of the head detection unit, Fig. (A) is a block diagram, is a diagram for explaining the (b) position determination.
【図15】頭部検出部のさらに他の実施形態を示す図である。 15 is a diagram showing still another embodiment of the head detection unit.
【図16】頭部検出部の感圧シート部材の他の実施形態を示す図である。 16 is a diagram showing another embodiment of a pressure-sensitive sheet member of the head detection unit.
【符号の説明】 DESCRIPTION OF SYMBOLS
1 ゲーム装置10 ゲーム機本体100 ゲーム制御部101 CPU 1 game apparatus 10 the game machine body 100 a game controller 101 CPU
110 描画制御部120 音声制御部11 モニタ12、21 スピーカ20 操作筐体部22 ガンユニット(操作部) 110 drawing control unit 120 audio controller 11 monitors 12 and 21 speaker 20 operation casing unit 22 gun unit (operating unit)
30、130、230,330,430,530 頭部検出部31 超音波送信機32、33 超音波受信機34 センサ駆動部35 位置算出部131 CCDカメラ132c スクリーン231 赤外線カメラ236 被着体236a 赤外線発光部材331 測距センサ431 感圧シート部材433 位置検出部433d 重心算出部433a 左右足位置算出部 30,130,230,330,430,530 head detection unit 31 ultrasonic transmitter 32, 33 ultrasonic receivers 34 sensor driver 35 position calculating unit 131 CCD camera 132c screen 231 infrared camera 236 adherend 236a infrared emission feeling member 331 ranging sensor 431 pressure seat member 433 position detection unit 433d centroid calculating section 433a lateral foot position calculator

Claims (5)

  1. ゲーム機筐体の所定高さ位置に設けられた画像を表示するモニタと、各ステージでゲーム進行を制御するゲーム制御部と、擬似カメラの視点からの擬似3次元画像を作成し、前記モニタ画面に表示する表示制御部とを備えた3Dビデオゲーム装置において、前記モニタ画面の前方のプレイ領域に位置するプレーヤの頭部の空間上での少なくとも一次元方向に対する位置を検出する頭部検出手段と、検出された頭部の位置の変化方向及び変化量に追従してゲーム空間における前記擬似カメラの視点を移動させる視点変更手段と、前記各ステージの最初のある時間だけ前記ゲーム空間の全体的な状況を把握、認識するべくプレーヤキャラクタを含むように擬似カメラを引いた状態で広い範囲を描画するようにした客観的視点として処理し、この客 Create a monitor for displaying an image provided at a predetermined height position of the game machine housing, a game control section for controlling the game progress in each stage, the pseudo 3-dimensional image from the perspective of simulated camera, the monitor screen in 3D video game device including a display control unit for displaying on a head detecting means for detecting the position with respect to at least one dimension in the space of the head of the player located in front of the play area of ​​the monitor screen a viewpoint change means for moving the viewpoint of the simulated camera in the game space while following the change direction and variation of the detected position of the head, the overall first of a certain amount of time the game space of each stage grasp the situation, and treated as an objective viewpoint so as to draw a wide range while pulling the simulated camera to include the player character so as to recognize the customer 的視点による描画処理が終了すると、プレーヤの眼を基準とした主観視点に切換える主・客観視点切換手段とを備え、前記頭部検出手段は水平面上の少なくとも1方向における両足の位置を検出するシート状の圧力センサと、検出された両足の位置情報に対して頭部の前記水平面上の少なくとも1方向における位置を決定する頭部位置決定手段とからなることを特徴とする3Dビデオゲーム装置。 When the drawing process by perspective is completed, and a main-objective viewpoint switching means for switching the eyes of the player on the subjective viewpoint as a reference, the head detecting means detects the position of the legs in at least one direction on a horizontal plane sheet 3D video game device that Jo and pressure sensor, characterized by comprising the head position determining means for determining the position in at least one direction on the horizontal plane of the head with respect to the position information of the detected feet.
  2. 外部操作可能な操作部を備え、前記ゲーム制御部は前記操作部からの操作内容をゲーム進行に反映させる請求項1記載の3Dビデオゲーム装置。 An external operable operation unit, 3D video game device of the game controller according to claim 1, wherein reflecting the operation content from the operation unit to the game progress.
  3. 前記頭部検出手段はさらに頭部の高さ位置を遠隔的に検出する距離測定センサを備える請求項記載の3Dビデオゲーム装置。 It said head detecting means further 3D video game device according to claim 1, further comprising a distance measuring sensor for detecting the height position of the head remotely.
  4. 前記圧力センサはアナログセンサであり、前記頭部位置決定手段は、検出された各足に対する検出レベルから両足に対する重心位置を算出し、求めた重心の位置情報と両足の位置情報とを利用して頭部の前記水平面上の少なくとも1方向における位置を決定する請求項又は記載の3Dビデオゲーム装置。 The pressure sensor is an analog sensor, wherein the head position determining means calculates a center of gravity position with respect to both legs from the detection level for each foot detected, by using the position information of the position information of the determined center of gravity and feet 3D video game device according to claim 1 or 3, wherein determining the position in at least one direction on the horizontal plane of the head.
  5. ゲーム機筐体の所定高さ位置に設けられた画像を表示するモニタと、各ステージでゲーム進行を制御するゲーム制御部と、擬似カメラの視点からの擬似3次元画像を作成し、前記モニタ画面に表示する表示制御部とを備えた3Dビデオゲームにおける擬似カメラ視点移動制御方法であって、 水平面上の少なくとも1方向における両足の位置を検出するシート状の圧力センサと、検出された両足の位置情報に対して頭部の前記水平面上の少なくとも1方向における位置を決定する頭部位置決定手段とからなる頭部検出手段での検出動作を繰り返し行わせることにより頭部の位置情報を求め、求めた頭部位置の変化方向及び変化量に追従するようにゲーム空間における前記擬似カメラの視点を移動させると共に、前記各ステージの最初のある時間 Create a monitor for displaying an image provided at a predetermined height position of the game machine housing, a game control section for controlling the game progress in each stage, the pseudo 3-dimensional image from the perspective of simulated camera, the monitor screen a simulated camera viewpoint movement control method in 3D video game and a display control unit for displaying on a pressure sensor sheet for detecting the position of the legs in at least one direction on a horizontal plane, the detected position of feet obtain the position information of the head by causing repeated operation of detecting the head detecting means consisting of a head position determining means for determining the position in at least one direction on the horizontal plane of the head relative to the information, obtains and it moves the viewpoint of the simulated camera in the game space so as to follow the change direction and variation of head position, the first one time for each stage け前記ゲーム空間の全体的な状況を把握、認識するべくプレーヤキャラクタを含むように擬似カメラを引いた状態で広い範囲を描画するようにした客観的視点として処理し、この客観的視点による描画処理が終了すると、プレーヤの眼を基準とした主観視点に切換えることを特徴とする3Dビデオゲームにおける擬似カメラ視点移動制御方法。 Only the grasping the overall situation of the game space, and treated as an objective viewpoint so as to draw a wide range While pulling the simulated camera to include the player character so as to recognize the drawing process by the objective perspective There When finished, simulated camera viewpoint movement control method in 3D video game, characterized in that switching to the subjective-view relative to the eyes of the player.
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US09/923,942 US6863609B2 (en) 2000-08-11 2001-08-07 Method for controlling movement of viewing point of simulated camera in 3D video game, and 3D video game machine
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US20020022518A1 (en) 2002-02-21
EP1180384A2 (en) 2002-02-20
AU5796401A (en) 2002-02-14
JP2002052240A (en) 2002-02-19
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EP1180384A3 (en) 2002-10-30
US6863609B2 (en) 2005-03-08

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